From c96bac0950eda6e707455b0c1ee29c1d87daf727 Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Thu, 29 Jan 2009 15:49:30 -0800 Subject: intel: replace custom metaops clear with generic. No real-world impact on performance seen. Even glxgears seems to be, if anything, happier. --- src/mesa/drivers/dri/intel/intel_clear.c | 245 ++++++++++++++++++++++--------- src/mesa/drivers/dri/intel/intel_pixel.h | 2 + 2 files changed, 176 insertions(+), 71 deletions(-) (limited to 'src') diff --git a/src/mesa/drivers/dri/intel/intel_clear.c b/src/mesa/drivers/dri/intel/intel_clear.c index 98f7292f59..5e1d91a4c4 100644 --- a/src/mesa/drivers/dri/intel/intel_clear.c +++ b/src/mesa/drivers/dri/intel/intel_clear.c @@ -1,6 +1,7 @@ /************************************************************************** * * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. + * Copyright 2009 Intel Corporation. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a @@ -25,99 +26,201 @@ * **************************************************************************/ -#include "intel_clear.h" +#include "main/glheader.h" +#include "main/enums.h" +#include "main/image.h" +#include "main/mtypes.h" +#include "main/attrib.h" +#include "main/blend.h" +#include "main/bufferobj.h" +#include "main/buffers.h" +#include "main/depth.h" +#include "main/enable.h" +#include "main/macros.h" +#include "main/matrix.h" +#include "main/texstate.h" +#include "main/stencil.h" +#include "main/varray.h" +#include "glapi/dispatch.h" +#include "swrast/swrast.h" + #include "intel_context.h" #include "intel_blit.h" -#include "intel_buffers.h" #include "intel_chipset.h" +#include "intel_clear.h" #include "intel_fbo.h" -#include "intel_regions.h" -#include "intel_batchbuffer.h" -#include "main/framebuffer.h" -#include "swrast/swrast.h" -#include "drirenderbuffer.h" +#include "intel_pixel.h" #define FILE_DEBUG_FLAG DEBUG_BLIT -/* A true meta version of this would be very simple and additionally - * machine independent. Maybe we'll get there one day. +/** + * Perform glClear where mask contains only color, depth, and/or stencil. + * + * The implementation is based on calling into Mesa to set GL state and + * performing normal triangle rendering. The intent of this path is to + * have as generic a path as possible, so that any driver could make use of + * it. */ -static void -intelClearWithTris(struct intel_context *intel, GLbitfield mask) +void +intel_clear_tris(GLcontext *ctx, GLbitfield mask) { - GLcontext *ctx = &intel->ctx; + struct intel_context *intel = intel_context(ctx); + GLfloat vertices[4][4]; + GLfloat color[4][4]; + GLfloat dst_z; struct gl_framebuffer *fb = ctx->DrawBuffer; - GLuint buf; + int i; + GLboolean saved_fp_enable = GL_FALSE, saved_vp_enable = GL_FALSE; + unsigned int saved_active_texture; + + assert((mask & ~(BUFFER_BIT_BACK_LEFT | BUFFER_BIT_FRONT_LEFT | + BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)) == 0); + + _mesa_PushAttrib(GL_COLOR_BUFFER_BIT | + GL_CURRENT_BIT | + GL_DEPTH_BUFFER_BIT | + GL_ENABLE_BIT | + GL_STENCIL_BUFFER_BIT | + GL_TRANSFORM_BIT | + GL_CURRENT_BIT); + _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT); + saved_active_texture = ctx->Texture.CurrentUnit; + + /* Disable existing GL state we don't want to apply to a clear. */ + _mesa_Disable(GL_ALPHA_TEST); + _mesa_Disable(GL_BLEND); + _mesa_Disable(GL_CULL_FACE); + _mesa_Disable(GL_FOG); + _mesa_Disable(GL_POLYGON_SMOOTH); + _mesa_Disable(GL_POLYGON_STIPPLE); + _mesa_Disable(GL_POLYGON_OFFSET_FILL); + _mesa_Disable(GL_LIGHTING); + _mesa_Disable(GL_CLIP_PLANE0); + _mesa_Disable(GL_CLIP_PLANE1); + _mesa_Disable(GL_CLIP_PLANE2); + _mesa_Disable(GL_CLIP_PLANE3); + _mesa_Disable(GL_CLIP_PLANE4); + _mesa_Disable(GL_CLIP_PLANE5); + if (ctx->Extensions.ARB_fragment_program && ctx->FragmentProgram.Enabled) { + saved_fp_enable = GL_TRUE; + _mesa_Disable(GL_FRAGMENT_PROGRAM_ARB); + } + if (ctx->Extensions.ARB_vertex_program && ctx->VertexProgram.Enabled) { + saved_vp_enable = GL_TRUE; + _mesa_Disable(GL_VERTEX_PROGRAM_ARB); + } + + if (ctx->Texture._EnabledUnits != 0) { + int i; + + for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { + _mesa_ActiveTextureARB(GL_TEXTURE0 + i); + _mesa_Disable(GL_TEXTURE_1D); + _mesa_Disable(GL_TEXTURE_2D); + _mesa_Disable(GL_TEXTURE_3D); + if (ctx->Extensions.ARB_texture_cube_map) + _mesa_Disable(GL_TEXTURE_CUBE_MAP_ARB); + if (ctx->Extensions.NV_texture_rectangle) + _mesa_Disable(GL_TEXTURE_RECTANGLE_NV); + if (ctx->Extensions.MESA_texture_array) { + _mesa_Disable(GL_TEXTURE_1D_ARRAY_EXT); + _mesa_Disable(GL_TEXTURE_2D_ARRAY_EXT); + } + } + } + + intel_meta_set_passthrough_transform(intel); - intel->vtbl.install_meta_state(intel); + for (i = 0; i < 4; i++) { + color[i][0] = ctx->Color.ClearColor[0]; + color[i][1] = ctx->Color.ClearColor[1]; + color[i][2] = ctx->Color.ClearColor[2]; + color[i][3] = ctx->Color.ClearColor[3]; + } + + /* convert clear Z from [0,1] to NDC coord in [-1,1] */ + dst_z = -1.0 + 2.0 * ctx->Depth.Clear; - /* Back and stencil cliprects are the same. Try and do both - * buffers at once: + /* Prepare the vertices, which are the same regardless of which buffer we're + * drawing to. */ - if (mask & (BUFFER_BIT_BACK_LEFT | BUFFER_BIT_STENCIL | BUFFER_BIT_DEPTH)) { - struct intel_region *backRegion = - intel_get_rb_region(fb, BUFFER_BACK_LEFT); - struct intel_region *depthRegion = - intel_get_rb_region(fb, BUFFER_DEPTH); + vertices[0][0] = fb->_Xmin; + vertices[0][1] = fb->_Ymin; + vertices[0][2] = dst_z; + vertices[0][3] = 1.0; + vertices[1][0] = fb->_Xmax; + vertices[1][1] = fb->_Ymin; + vertices[1][2] = dst_z; + vertices[1][3] = 1.0; + vertices[2][0] = fb->_Xmax; + vertices[2][1] = fb->_Ymax; + vertices[2][2] = dst_z; + vertices[2][3] = 1.0; + vertices[3][0] = fb->_Xmin; + vertices[3][1] = fb->_Ymax; + vertices[3][2] = dst_z; + vertices[3][3] = 1.0; - intel->vtbl.meta_draw_region(intel, backRegion, depthRegion); + _mesa_ColorPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &color); + _mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices); + _mesa_Enable(GL_COLOR_ARRAY); + _mesa_Enable(GL_VERTEX_ARRAY); + + while (mask != 0) { + GLuint this_mask = 0; if (mask & BUFFER_BIT_BACK_LEFT) - intel->vtbl.meta_color_mask(intel, GL_TRUE); - else - intel->vtbl.meta_color_mask(intel, GL_FALSE); + this_mask = BUFFER_BIT_BACK_LEFT; + else if (mask & BUFFER_BIT_FRONT_LEFT) + this_mask = BUFFER_BIT_FRONT_LEFT; - if (mask & BUFFER_BIT_STENCIL) - intel->vtbl.meta_stencil_replace(intel, - intel->ctx.Stencil.WriteMask[0], - intel->ctx.Stencil.Clear); - else - intel->vtbl.meta_no_stencil_write(intel); + /* Clear depth/stencil in the same pass as color. */ + this_mask |= (mask & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)); - if (mask & BUFFER_BIT_DEPTH) - intel->vtbl.meta_depth_replace(intel); + /* Select the current color buffer and use the color write mask if + * we have one, otherwise don't write any color channels. + */ + if (this_mask & BUFFER_BIT_FRONT_LEFT) + _mesa_DrawBuffer(GL_FRONT_LEFT); + else if (this_mask & BUFFER_BIT_BACK_LEFT) + _mesa_DrawBuffer(GL_BACK_LEFT); else - intel->vtbl.meta_no_depth_write(intel); - - intel->vtbl.meta_draw_quad(intel, - fb->_Xmin, - fb->_Xmax, - fb->_Ymin, - fb->_Ymax, - intel->ctx.Depth.Clear, - intel->ClearColor8888, - 0, 0, 0, 0); /* texcoords */ - - mask &= ~(BUFFER_BIT_BACK_LEFT | BUFFER_BIT_STENCIL | BUFFER_BIT_DEPTH); - } + _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + + /* Control writing of the depth clear value to depth. */ + if (this_mask & BUFFER_BIT_DEPTH) { + _mesa_DepthFunc(GL_ALWAYS); + _mesa_Enable(GL_DEPTH_TEST); + } else { + _mesa_Disable(GL_DEPTH_TEST); + _mesa_DepthMask(GL_FALSE); + } - /* clear the remaining (color) renderbuffers */ - for (buf = 0; buf < BUFFER_COUNT && mask; buf++) { - const GLuint bufBit = 1 << buf; - if (mask & bufBit) { - struct intel_renderbuffer *irbColor = - intel_renderbuffer(fb->Attachment[buf].Renderbuffer); - - ASSERT(irbColor); - - intel->vtbl.meta_no_depth_write(intel); - intel->vtbl.meta_no_stencil_write(intel); - intel->vtbl.meta_color_mask(intel, GL_TRUE); - intel->vtbl.meta_draw_region(intel, irbColor->region, NULL); - - intel->vtbl.meta_draw_quad(intel, - fb->_Xmin, - fb->_Xmax, - fb->_Ymin, - fb->_Ymax, - 0, intel->ClearColor8888, - 0, 0, 0, 0); /* texcoords */ - - mask &= ~bufBit; + /* Control writing of the stencil clear value to stencil. */ + if (this_mask & BUFFER_BIT_STENCIL) { + _mesa_Enable(GL_STENCIL_TEST); + _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); + _mesa_StencilFuncSeparate(GL_FRONT, GL_ALWAYS, ctx->Stencil.Clear, + ctx->Stencil.WriteMask[0]); + } else { + _mesa_Disable(GL_STENCIL_TEST); } + + CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4)); + + mask &= ~this_mask; } - intel->vtbl.leave_meta_state(intel); + intel_meta_restore_transform(intel); + + _mesa_ActiveTextureARB(GL_TEXTURE0 + saved_active_texture); + if (saved_fp_enable) + _mesa_Enable(GL_FRAGMENT_PROGRAM_ARB); + if (saved_vp_enable) + _mesa_Enable(GL_VERTEX_PROGRAM_ARB); + + _mesa_PopClientAttrib(); + _mesa_PopAttrib(); } static const char *buffer_names[] = { @@ -244,7 +347,7 @@ intelClear(GLcontext *ctx, GLbitfield mask) } DBG("\n"); } - intelClearWithTris(intel, tri_mask); + intel_clear_tris(ctx, tri_mask); } if (swrast_mask) { diff --git a/src/mesa/drivers/dri/intel/intel_pixel.h b/src/mesa/drivers/dri/intel/intel_pixel.h index 76b8781316..cb41fa182c 100644 --- a/src/mesa/drivers/dri/intel/intel_pixel.h +++ b/src/mesa/drivers/dri/intel/intel_pixel.h @@ -76,4 +76,6 @@ void intelBitmap(GLcontext * ctx, const struct gl_pixelstore_attrib *unpack, const GLubyte * pixels); +void intel_clear_tris(GLcontext *ctx, GLbitfield mask); + #endif -- cgit v1.2.3